Towards the Use of Video Games for Learning: A Survey ...
Transcript of Towards the Use of Video Games for Learning: A Survey ...
Towards the Use of Video Games for Learning: A Survey about Video Games
Preferences of Engineering Students
María José Bouciguez, Graciela Santos Facultad de Ciencias Exactas, Universidad Nacional del Centro de la Provincia de Buenos Aires
Tandil, Buenos Aires (7000), Argentina
and
María José Abásolo Facultad de Informática, Universidad Nacional de La Plata
La Plata, Buenos Aires (1900), Argentina
ABSTRACT Video games are now a widespread cultural practice,
especially among young people, making them an ideal
medium for the design of learning processes. In order to
design educational technologies that provide teaching support we must first understand the practices developed by
the young with computers and especially with video games.
The aim of the present study is therefore to learn about the
experience and expectations about video games among students, particularly engineering students. The results are
going to be considered in the design of educational
technologies based on interactive virtual environments that
mediate the learning processes, particularly in physics course of engineering studies. Keywords: Design educational technologies, virtual reality,
interactive learning environments, video games, simulations
1. INTRODUCTION
Worldwide deep socio-cultural transformations affecting
both societies and their governments, communities and
individuals are influenced by new technologies and advances
in the digital world. In [1] young people are introduced to the virtual world via video
games, and the ways that they interact with technology may
affect the way they learn and develop knowledge. A game
environment that captivates a player by offering challenges
educational properties of Highly Interactive Virtual
Environments (HIVE) [3] such as simulations and video games, include the following features: the dynamic
representation of complex phenomena, difficult to
implement in the classroom or the laboratory; the interaction
between digital objects and the visualization of its
explicit; the representation of relationships and processes,
fostering understanding of the underlying concepts; the
immediate feedback, control of variables and the relationship between multilingual representations (oral, written,
algebraic, graphic, technological), allowing hypothesizing
and testing ideas. Technology understood as "a cultural
to mediate their actions in the world, develops ways of
thinking and acting. More specifically, the internalization of
the cognitive abilities involved in the use of ICT generates
modes of symbolic representation that become tools of thought. There is therefore a cognitive residue that results
from continuous exchanges with computer technology in
different situations and contexts ([4]; [5]; [6]). If the
practices of entertainment with video games leave cognitive residues, these are going to influence new learning mediated
by digital technologies, according to mentioned in [4]. We aim is to develop educational technologies based on
interactive virtual environments that mediate the learning processes in courses of physics of first year of Engineering
careers. Other similar works like that ([7]) comment that if
they had interviewed teachers and students at the beginning
of the process with no doubt they have had learnt a great deal about their needs in these areas and they had designed a
very different sort of math learning software. This paper
presents a study that shows the experience and expectations
of video games of students of first year of engineering careers. A questionnaire survey was used to request
information from the students. Section 2 presents a
classification of video games. Section 3 describes the
methodology used to conduct the study. Section 4 presents the results. Section 5 presents the conclusions and future
work.
Like most computer products, video games support multiple classification criteria. Classifications have been changing
since they focus on different characteristics of video games.
On the other hand, new games appear in the market that can
incorporate new classification categories. The classification
etc. In ([8]) is presented a review of video games classification
proposed by different authors. [9] groups video games in terms of the
possibilities to develop certain skills such as reflection,
strategic and tactic knowledge or mental agility. The classification proposed by Carrasco in [10] takes into
Game technique refers to the procedure or method to be
followed by the player to achieve the goal. Gross in [1] for classification considers what to do or to solve in the game, for example, the action games are those
reaction-based games, the adventure games are those where
you have to solve a number of tests to progress. Some video games are easy to label, however, due to advances in games development, classification becomes
increasingly ambiguous and difficult. In this study, a
typology was developed (Table 1) based on these three mentioned classification. As can be seen each type or
category is subdivided in different subcategories or subtypes.
Our categories are non exclusive in the sense that one video
game can belong to more than one group.
JCS&T Vol. 14 No. 1 April 2014
25
Table.1.
Type of video game Description
Arcade: Action Arcade:
Fighting
Shooting:
o FPS
o TPS
Arcade platform
Arcade puzzle
These games require a great mental dexterity to respond quickly. There is interaction with the environment by providing precise and quick responses through simple actions (jump, kick, shoot,
etc). Fighting games consist in characters engaged in hand-to-hand combat using martial arts techniques
or weapons, an example is Mortal Kombat. Shooting games consist in shooting anything, either a character or an object such as an aircraft. In First Person S Third Person Shooter (TPS) differ from FPS in the way that the player and the character are
-screen. In platform or maze games, the player must advance along different screens overcoming obstacles,
jumping and eliminating what prevents him from advancing. As the game unfolds, it becomes
harder, due to either the time component or the environment impediments. An example is Mario
Bros. Puzzle games demand mental agility from the player. These may involve problems of logic,
strategy, pattern recognition, filling in words, or even chance. The genre may be difficult to
describe as each one possesses its own style Examples are Tetris and Minesweeper.
Strategy These games require planning and strategy in order to advance. The development of hypothetical
thinking and logic in decision-taking may be facilitated. They are commonly characterized by their long duration. An example is Age of Empires.
Simulation Social
Construction
Sports
The player plunges into a virtual world that simulates real aspects of life. An example of social simulation is The Sims; An example of construction is The Sim City; An example of sport simulation is Pro Evolution Soccer (PES).
Adventure An adventure is recreated through characters, tests, mystery and unfolding situations. There is high
interactivity with the environment and other characters as well as a need for constant decision-
taking, e.g. Indiana Jones.
Role: Single player role-
playing
Multiplayer online role-playing
Progress depends on the characters evolution in an unreal scenario. Each player takes on a role. The player creates a character (choosing profession, race, weapons, and so on) and then, introduces the character in the game where fights against other characters (players or non-player) or performs
various adventures or quests with the aim of to gradually increase the levels and the experience. Examples are Final Fantasy and World of Warcraft (WoW).
Serious games
for different application areas, always taking into consideration the expectations of the intended
([11]). Examples are Rome Reborn and Virtual Priorato Undercroft.
Casual games
concept, fun, quick to access, easy to learn, simple to play and that require no previous special
video game skills, expertise or regular time commitment to play. In addition, casual games are
games use less powerful computers when compared to shooting or RPG genres. They are available in many platform formats: PCs, video game consoles, handheld game consoles and mobile phones.
([12]). Examples are Minesweeper, Pacman, Tetris.
3. SURVEY DESIGN Questionnaire The present research aimed to identify experiences,
preferences and interests regarding video games among first
year students of Engineering careers. We sought to understand the following key questions:
1. What knowledge and technological devices do respondents have access to?
3. What are the video games most played by this generation? 4. Is there a significant difference in terms of gender regarding the choice of video games?
JCS&T Vol. 14 No. 1 April 2014
26
ives are considered the best? 6. Which graphs are considered the best? 7. What games are easier to use according to the
respondents? The data collection was done using a questionnaire designed
by grouping the questions in three main sections. In the first
group of questions general information such as age, gender
and type of engineering course was requested. In the second group of questions with the aim of gathering information
consisted of a tabl
rows, with the alternative of adding more video games at the end of the table. The questions for each game were ordered
information about which games students play or played, as
well as about the narrative, graphics and difficulty of the game selected. The first closed-ended question inquired
about what games the student was currently playing, which
ones he had ever played or whether he had never played any.
Two closed-ended questions asked respectively about the narrative/story and the graphics/animation of the game. The
-ended question regarding the difficulty of the game when the player started to play with enabled to
choose among the following non-exclusive answers: :
The third and last groups of questions inquired about the
knowledge and experience in using information technologies
and their preferred leisure activities. The issues refers to the type of equipment the respondents use and/or know (e.g. PC,
Notebook, Netbook, Mobile Phone with no internet access,
Mobile Phone with internet access, Video game Console and
GPS). Also they respond the type of internet connection they have (dial up, broad band or none) and the time they spend
connected to internet.
preferred leisure activities and usual kind of entertainment
Population sample The sample consisted of 229 students from the first year of
Engineering careers at two faculties at the National
University of the Centre of Buenos Aires Province
(UNCPBA), Argentina. The questionnaire was applied at the beginning of 2011, during the first month of the teaching
period. The ages of most of the students fall within a range
between 17 and 19 years old. The 60.8% of the students are
18 years old, 16.6% are 17 years old and 13.8% are 19 years old.
Various statistics of Iberoamerican countries and also
international ones reinforce the fact that the sample chosen
(fig. 1) for this study can be considered representative of the population of interest -
young college students - particularly in terms of age and
gender. The first international report on the state of engineering
published by UNESCO ([13]) noted, regarding to gender,
that the efforts made in many countries to promote the
participation of women in engineering had resulted in
young women enrolled in engineering careers increased from 10% -15% to 20%, and even more. However, from 2000 this
proportion was declining. In some countries the women
The same results can be found in articles that refer to the situation of any particular College or University. In [14] is
noted that new students to engineering careers in Argentina,
only 20% are women. Similarly, in [15] taken as axis of
analysis the National Technological University (NTU) in Argentina and is expressed the low index of entry of women
to higher education (or undergraduate) dedicated to
engineering and technical careers. In that article the author
states that "... the engineering is the discipline that resists more the female advance, although most men also worried,
reports ([15], [16]) agree that women are inclined to the
Engineering Chemistry where have even exceed to the number of male students. The same gender difference in
technical and technological careers occurs in other Latin
American countries such as Mexico ([17]), Brazil ([15]) and
Chile ([18]).
Fig.1. Distribution of respondents by gender and career
4. RESULTS Data analysis was performed using GNU PSPP Statistical
Analysis Software. The frequency and percentage of each response were calculated.
Technological resources Considering that video games can be developed to be executed in different computing platforms, it is interesting to
learn which are the most common technological resources
that are used by the studied population. The results of the analysis indicate that the mobile phone with internet access
(60.7%) and the video game console (53.1%) are the second
and third technological device most widely used by students
after PC (91.1%). The 50% of the students have a notebook , the 44.6% have a mobile phone without internet access and
JCS&T Vol. 14 No. 1 April 2014
27
29% have a netbook. The 25.9% of the students have a GPS
About the type of internet connection is obtained that that
most of the students have a broadband connection (76%). And in relation to the time they spend connected to the
the 26% of the students spend connected less than an hour a
day. Almost half of the population of the sample (45%) is connected between one to four hours a day and the 21% is
connected more than four hours a day. Preferent leisure activities The results indicate that using the computer (84.8%) is of the students more preferred activity. Most of them specified that
they use the computer to get access to social networks, to
listen to or download music, to play video games and to chat.
The second preferred activity is watching TV (61.2%). The most watched programs are about sports (football,
basketball), entertainment and documentaries (particularly
they pointed out Discovery Channel). In the open option "others", the 43.8% of respondents mentioned other preferred activities. Among the leisure
activities most mentioned are sport or physical activity
(8.5%), listening / playing music or dancing (3.1%) and
reading (1.8%). The most played video games The main question about video games was, what are the video games most played by this generation. The results
show that the number of games played at least once varies
between 0 (no game selected) and 29 (maximum number of
games selected per student). On average, students selected 10 games from the 44 proposed. Figure 2
The fourteen most played games are: Pro Evolution Soccer (PES), Need for Speed (NFS), The Sims, Mortal Kombat,
Minesweeper, Pacman, Call of Duty (CoD), Age of Empires
(AoE), Tetris, Pinball, FIFA Soccer (FIFA), World of
Warcraft (WoW), Chess and Carte Blanche (Solitaire Card). Students suggested a total of 53 additional games to those
proposed in the survey. Among the added games, the most
mentioned ones were Counter Strike, in fifteen
questionnaires (6.7%), GTA in eight (3.57%), and Crysis in seven (3.13%). The remaining ones were only mentioned by
one or two students.
Fig.2. Ranking of video games with the percentage of students selecting each one of the video games
Table 2 shows the 14 most played video games characterized based in the typology defined in section 2. On the basis of
this table, it can be stated that simulation and casual games
(arcade puzzle and platform games) are the most played
types of games. Of the simulations, protrude of the sports
simulations. This coincides with the leisure activities most
watched. PES is considered a hybrid with strategy since it
enables the player to develop organizational skills in a sport
team ([8]).
JCS&T Vol. 14 No. 1 April 2014
28
Table.2. Types of the fourteen most chosen videogames
past and present respectively was realized. In generally is
observed that the respondents play less in the present that in the past. Some of the comments indicate their current lack of
time available to play due to university obligations. Related
to this, the analysis shows that most of the most played
casual games appear within the first fourteen videogames in the two rankings (past and present), which could suggest that
they are games that have not lost its validation.
While in Table 2 the video games The Sims, Mortal Kombat
and Pacman appear among the fourteen most played, this is because they were the most played in the past. However,
they are a long way from the top in the ranking of the most
played at present. The three video games most played
nowadays (PES, NFS, CoD) are characterized by being quite realistic simulation. The first two are sport games (racing,
driving and football), whereas the third one is an action
game (CoD) which simulates the infantry and the army
fighting during the Second World War. The three games are multiplayer.
Several researchers on video games ([19]; [8]) define the
market of video games as a male market, where most of the agents involved are men, despite the slow but progressive
increase of the number of amateur women in this
entertainment. In this study, we wonder if there is significant difference in term of gender regarding the choice of video games to play.
analyzed in order to
characterize their preferences. The results show that men had played between 0 and 29 games, with an average of 10 games. In contrast, women had
played between 0 and 12 games with an average of 6 games.
respondent who have reported playing each of the fourteen games respectively.
Table 3. The 14 most played games according to gender.
Table 4.Ranking of preferred games according to gender
It can be stated that males prefer sport simulation games
(soccer (PES), car racing (NFS)), action games (shooting
(CoD), fighting (Mortal Kombat)) and strategy games (conquest (AoE)). In contrast women prefer equally either
casual games (Pacman, Minesweeper, Tetris, and Pinball) or
-square
statistic was used to test significant dependence between the respondent´s gender and the selected video game. The results
demonstrated a significant relationship between the variable
that shows whether the student plays PES (.000), Pacman
(.003), CoD (.000), FiFa (.000) or Solitaire Card (.000), and the gender variable, since in the five aforementioned cases,
the value obtained are lower than 0.05. The size of the sample, the accuracy of the data and the
sample bias are three factors that may alter the results of the Chi-squared test, for this motive an accuracy test was
performed that validated the results obtained with chi-
squared test. The results too agree with the report of Nielsen
non-aggressive games that allow them to create fantasies and
to
JCS&T Vol. 14 No. 1 April 2014
29
According with this, The Sims is among the most preferred
by women. Most of the games what were chosen by a very
small percentage of women not provide any lead role to
women; for example CoD.
Narratives, graphics and difficulty of the video games
The underlying narrative in a video game is one of the most
important aspects associated with the interest that they can generate. The results of analyses suggest that most of games
with the best narrative (CoD, WoW, AoE, PES and NFS) are
simulations that require that the player to identify himself
with an avatar that belongs to a particular social group and challenges them to carry out missions in which feelings and
emotions are at play. The graphical elements of the games have change in the last
two decade at an very accelerated rate, from classic 2D games, passing through for pre-rendered graphics, awesome
3D visuals, photorealistic visuals up to graphics similar to
movies. The games considered to have the best graphics
(CoD, NFS and PES) are those developed in a virtual 3D world with a very good design and providing a attractive
level of realism. These games they correspond to those
mentioned them above as the most played nowadays. Each
new version of these games launched to the market incorporates improvements mainly in both the game engine
and artificial intelligence (AI). These video games are
followed by FIFA and WoW. Conversely, the narrative and the graphics of most casual games are considered
they tend to be quite simples. Incorporating a video game into a pedagogical design should
not mean taking up lesson time to learn to master it or deflect
activity. Therefore it is interesting to know which games are
more easier and intuitive to the students. Casual games were
the least difficult to play according to of the surveyed . These results agree with the main traits of casual games, i.e.
being easy to learn. Approximately half of the students expressed the view about
the difficulty of NFS, FIFA, PES, The Sims, CoD and Mortal Kombat considered that are not difficult to play. Of
these games, the first three are sports simulations. Mortal Kombat and PES were found difficult in terms of
elements. The main difficulty may be that the player must
employ a combination of keys or controls to make the
character play tricks and thus gain credits. However, these
two games are considered less difficult because less than 4.3% of students declared them difficult in terms of the
rules. Age of Empire received the lowest percentage, among the
fourteen video games, of students who considered it does not present difficulties. This percentage is small compared with
the sum of those who argued that these games' rules were
difficult to understand and those who consider difficult to
use / to know / find the game's commands or elements. AoE is a strategy game simulating a conquest, much slower than
others, and there are numerous options on the screen which
may prevent quick familiarization with thobjectives. It becomes then necessary before playing it, to
explore the game by using the demo and the training or retry
plays.
Table. 5. Re narrative, graphic and
difficulty of the fourteen most chosen videogames
The four most played games are considered with the
narrative and graphical acceptable (Very Good /Good /
Relatively good). However, with the exception of NFS, the
use the commands or elements of these games presents some difficulty in the respondents' opinion. Casual games are considered with narratives and poor
graphics, and most of them are not difficult or the difficulty
lies in understanding the game but not in the use of the commands or elements game. The best narratives (very
good) also correspond to games that have the best graphics.
5. CONCLUSIONS AND FUTURE WORK
Our final goal is to develop educational technologies based on interactive virtual environments that mediate the learning
processes, particularly in courses of physics of first year of
Engineering careers. We consider that we should first
understand the practices developed by the young with computers and video games. In this paper we presented the
results of a survey to get knowledge of the population of
interest about practices with technology and video games.
Technological devices that the students possess in a country can be influenced by exogenous factors such as policies of
govern, acquisitive power of the society, cost of the
technological devices. However there is a worldwide
tendency to incorporate new technologies in the learning process. The Ibero-American States Organization (OEI) and
the Ibero-American Conference of Ministers of educations
agreed a set of educational goals for the region, and they
assumed that "it is necessary to move towards a knowledge society and information, incorporate new technologies in
teaching and learning, to design curriculum commensurate
with the skills that students will need to actively integrate in
society and in the workplace, and to incorporate in schools, the scientific progress, educational innovation and the new
meanings of culture"([21]). Particularly, due to the policy
implemented by the government of Argentina and others
JCS&T Vol. 14 No. 1 April 2014
30
countries of the region, in a few time most of first year
students will have a notebook.
Our results show that 91% of students have a PC, the 50% of
them also has a notebook and the 60% has mobile phone. Thus the most appropriate platform formats to design
educative technologies would be not only the PC but in a
short time it also would be the mobile phones and the
notebooks. One of the preferred leisure activities of young are
communicating with peers and sharing experiences in social
networks. That is why incorporating online forums, chat
rooms and also multiplayer video games in the design of technologies for learning is considered opportune. Besides
this fact these tools add the social nature of learning
attributed by educational theories.
The results show that students spend a long time playing with video games. Knowing which and how are the most
played video games by the students could be used to
infer their previous knowledge and skills. There are
differences in the number and type of video games chosen for men and for women. Women have less experience with
video games than men. Women choose casual games such as
arcade platforms and puzzles, and also social simulation
games. While men choose simulation sport games, arcade action games and strategy games. In spite of the difference in
some choices, there are some common points that can be
taken into account. For instance, both men and women, have
experience with casual games, that have simple graphics and narrative and that are easy to learn. Besides these simple
video games, also simulations video games (social and
sportive) are chosen by both genres. This type of games
used to be multiplayer and have the most realistic 3D graphics.
It should be desirable to design a video game based
educational tool with a reduced time for learning itself, with
no difficulties in commands and rules. There some elements to be extracted from the highlights games such as the
possibility of seeing a demonstration and also the possibility
of exploring with training or retry plays to familiarize with.
As a future work it is the study of some games that are adapted to teach specific physics concepts. The specific
competences that the students of engineering have to acquire
complexity. The particular difficulties pointed by professors should be defined as a challenge that the students must
overcome to reach the success of the level.
6. REFERENCES
[1] Games- Journal of Research
on Technology in Education, Vol. 40, No 1, 2007, pp. 23-38. [2] N. Balasubramanian, and B. G. Wilson, Games and
simulations. In C. Crawford et al., (Eds.), ForeSITE, Volume One, Proceedings of Society for Information Technology and
Teacher Education International Conference 2006.
Chesapeake, VA: AACE, 2006. [3] C. Aldrich, Virtual worlds, simulations, and games for education: A unifying view. Innovate, Vol. 5, No 5, 2009 [4] G. Salomon, D. N. Perkins and T. Globerson, Partners in
Cognition: Extending Human Intelligence with Intelligent Technologies. Educational Researcher, Vol. 20, No 3, 1991,
pp. 2-9.
[5] C. Lion, Imaginar con tecnologías. Buenos Aires: La
Crujía Ediciones, 2006. [6]
cognitivo cuando se introducen nuevas tecnologías. El caso Revista
Electrónica Teoría de la Educación: Educación y Cultura en
la Sociedad de la Información, Vol. 10, N. 1, 2009, pp. 272-
292. [7]
International Conference of
the Learning Science (ICLS), Seattle, Washington, 2002.
[8] E. J. Díez Gutiérrez, E. Terrón Bañuelos, M. García Gordón, J. Rojo Fernández, R. Cano González, R. Castro
Fonseca, R. E. Valle Flórez, O. Fontal Merillas and J. D.
Morala BuenoLa diferencia sexual en el análisis de los
videojuegos. CIDE/Instituto de la Mujer, 2004. [9]
Comunicar.
Revista científica de comunicación y educación, Vol. 17, No
34, 2010, pp. 183-189. [10]
Revista de Comunicación
Audiovisual y Nuevas Tecnologías ICONO 14, Vol. 4, No 1,
2006, pp. 77-88. [11] A. Protopsaltis, L. Pannese, S. Hetzner, D. Pappa and S.
De Freitas, Creative Learning with Serious Games,
International Journal of Emerging Technologies in Learning
(iJET),Vol. 5, 2010, pp. 4-6. [12]
http://blog.nielsen.com/nielsenwire/wp-
content/uploads/2009/09/GamerReport.pdf >, 2009.
[13] UNESCO, Engineering: issues challenges and opportunities for development. The United Nations
Educational, Scientific and Cultural Organization. Paris,
France, 2010.
comunicacionales para aumentar el ingreso de estudiantes
Exhibition ENGINEERING 2010. Argentina: Buenos Aires.
World Congress & Exhibition
ENGINEERING 2010. Argentina: Buenos Aires, 2010. iar
Ingeniería , 2012.
Diario El Diariomx, 2012.
Coloquio Internacional de Mujeres e Ingeniería. Túnez,
2007. [19] E. Rodríguez San Julián, I. Megías Quirós, A. Calvo
Fundación de Ayuda contra la Drogadicción (INJUVE
FAD), Madrid, 2002. [20]
Computers
in Human Behavior, Vol. 23, No 1, 2007, pp. 812 824.
[21] A. Marchesiiberoamericano para transformar la educación en la década
Revista CTS, Vol. 12, No 4, 2009.
JCS&T Vol. 14 No. 1 April 2014
31